Is there a way to convert this model into a mesh without making a entire texture for it?

I didnt have a texture in mind because of this madness

(I just reallly dont wanna do it)

No, I mean when you export all of your parts together it automatically exports a texture along with the parts.

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So did i do it wrong then?

Sort of, you should union the plushie together so you can get the parts all into 1 texture instead of multiple, then you see where all of the textures are? You delete them, then make a new one and where it says “Base Color” click the little circle box next to it and click “Image Texture” then click the drop down arrow and choose the texture.

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Theres no texture even when i union
Yes1
Also u can tell its unioned cause of the shading errors!

That’s weird, there should be a texture… This is confusing me, keep trying other ways and I’ll keep testing things…

In blender, try exporting as .FBX, on the right side of the explorer view where it says “Path mode” change it from auto to copy, and click the box next to it so its blue. Should look like this, then when you import it to studio it should be colored how it was in blender. Hope this works

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i did what u said to the unioned one and it didnt work


Also i did what u said to the not unioned one and it still didnt work

he’s said it multiple times. he DOESN’T HAVE A TEXTURE.

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Off topic but is it possible to make it a hat without making it a mesh?
(KEEP IN MIND ITS NOT A UGC ITS A HAT FOR MY GAMES ONLY)

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i mean, i think you could. just insert an accessoryScreen Shot 2021-10-17 at 11.59.34 AM
, then put your model into it, and do everything required? like rig it up and weld it and stuff?

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Ive never actually used a Accessory before are there any tutorials to recommend?

Accessory objects are automatically welded to the characters body, often times, the head.

I’m pretty sure Roblox made that change when they made the switch from the deprecated “Hats” object.

Nonetheless, put your mesh inside the Accessory, call it Handle, and adjust the Position properties on the Accessory. You can always use a dummy to test it.

Reason I know all this is because I basically reimported a ton of Roblox hats to use for one of my games, so yeah credibility right there.

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Well is there a way to do it with a model?
Because im trying to improvise making this model a hat without making it a mesh said here

I realized that, no need to be rude.

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There might not be a way to do it with Accessories per say, but you could make a invisible box around the entire model, then set CanCollide to all those parts of the hat to false, and then weld them all to the invisible box. Then, you can make a script that clones and welds it to the head. It’s like a fake accessory system but should work for this case.

You might have to script offset using Vector3.new() by getting the position of the head and +'ing it so the hat isn’t inside your head, and is on top of it.

was never being rude, just stating that as you didn’t seem like you realised that. good day

cant you make it a union inside roblox, name it handle and configure the “Accessory” instance? (it unites all parts in a single unionpart and keeps the colors)

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is there a way to edit the file post export or a setting when exporting to force meshes to abide by the texture and colour properties? This is quite alot of work and unioning isn’t the most accurate.

yes there is, but i gave the simplest solution i could think of at the time, and only because it would work with this example